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Made in us
Infiltrating Broodlord





Hemet, CA

Here's the link to the original ultimate zombie scenario, masterfully put together I must say.

http://www.dakkadakka.com/dakkaforum/posts/list/239408.page

I did a kill team type zombie scenario and here's the batrep for the first battle, done at a very small 220 points per side

BatRep for my Ode to the Ultimate Zombie Scenario


Forces:

Survivors:
13 guardians with shuriken cannon
6 striking scorpions w/exarch

Zombies:
3 dakka-warriors
16 termagaunts

Deployment:

Eldar win the roll off and deploy their two squads. They try and hug the center of the board as close to the fortified bunker as possible… Both squads fail however, as the scorpions scatter 10”, putting them in the middle of the board away from everything. Guardians attempt to deploy as close to the scorpions and scatter terribly as well. They land close to the edge of the board almost 30” away from the scorpions.

The zombies deploy almost in the same manner, scattering away from each other and away from the center of the board. The warriors end up 18” from the scorpions and on their flank the termagaunts land 18” away from the guardians. How ironic… Elites against elites, troops against troops.

Turn 1:

TOP
The zombies steal the initiative! Termagaunts test out of difficult terrain and get a 5. Warriors test into difficult to take up cover behind a ruined wall. Termagaunts, feeling that there is just enough distance to shoot their 12” assault weapons, attempt to fire. If they had moved their full 6” the 1/2” wouldn’t have mattered. Alas, the termagaunts lose their shooting and their ability to run towards the enemy. The warriors unleash their 12 twin linked shots and hit with over 75% accuracy. Wounding goes as equally well and every scorpion must make a save. Two fail and are removed as casualties, reducing them to 66%--still enough to count for the win if they lose no more men by the end of the game.

BOTTOM
The guardians move up 4” to get the majority of their shuriken catapults in range and the scorpions move their full 6” towards the zombie warriors, feeling that they will stand a better chance even in combat than out in the open. 3 scorpions hit with their pistols and cause 3 wounds. All the warriors save however, leaving them perfectly intact. The guardians shooting phase however, goes much differently… While only 6 of the guardians and the cannon can fire, over 65% hit and all but 2 cause wounds, penetrating the thin chitinous hides of the six-legged monstrosities. Two are instant deathed by the cannon and only 1 passes his feel no pain roll. With the turn ended, the gaunts roll a D6 for each fallen and 1 rises again from his grievous wounds.

Turn 2:

TOP
The zombie gaunts scuttle forward, and the warriors test out of difficult to meet the scorpions (and to deny them an extra attack from charging). The gaunt horde fires, averaging 50% for hitting and over 50% for wounding (thanks to living ammunition). A whopping 6 guardians fall to the borer-beetles. On the warrior side there are several hits and several wounds but the thick armour of the scorpions deflects each and every shot. The first assault phase begins with every single zombie making contact in one way or another with the survivors. To the horror of the guardians, even after removing the front guardians to put even more distance between them and the zombies one still makes it into base to base contact! As the defenders react almost all of the gaunts make it into combat and the scorpions are assailed by the massive, implacable warriors. Combat for the warriors goes very badly however, and the net result is one and a half dead warriors who fail their feel no pain and their 6+ and cause not a single wound! On the gaunt/warrior side, however, there is a hard fought battle indeed. The quick-witted guardians strike down 4 of the gaunts and the gaunts tear down for of the guardians, who all fail their armour saves… 2 come back as zombies, and 2 more gaunts rise from the dirt again! The scorpions test for their hit & run and run 17, putting them very close to the guardians, who obviously will be needing help very soon. This also puts them far from the warriors. The guardians also do well and fall back 10” after passing their leadership by a very small margin.

BOTTOM
The elder guardians jump into cover and the scorpions close up next to the 2 newly undead guardians on the flank. Shooting goes well and the combined firepower sees another 4 gaunts downed, only 1 of which passes his FNP. The scorpions charge the remaining gaunts, darting past the two undead guardians. Combat goes very well for the scorpions as they hit and wounded on 3’s and had 17 attacks. All but 2 gaunts are eviscerated and only 2 pass their FNP to strike back. They cause only 2 wounds but a scorpion fails--and also rolls a 2 and remains dead, a very glad piece of news for the scorpions who are in the open. Amazingly, another gaunt rises again on a 6 at the end of the turn, bringing the total to 4 gaunts left, 2 zombie guardians, and 1 1/2 warriors who have been left in the dust.

Turn 3:

TOP
The zombies close in… The guardians shamble flank the scorpions and the gaunts do the same, taking up position in a half-moon shape in front of the bloody, grizzled, chainsword wielding close combat monsters. Shooting goes well but, as has become their habit, the scorpions easily take all the fire and do not suffer a single casualty. All charge into combat and the scorpions divide their forces between the 2 assaulting squads. 3 scorpions attack the gaunts and one is left against the guardians. Faced with the unnerving prospect of being surrounded by these anomalies they fail to hit either squad. Only 3 total wounds are inflicted and between FNP and their armour saves, only 2 gaunts are slain. The return fire is completely and totally ineffective and only 2 wounds are inflicted, which are easily saved by the now exhausted scorpions. They fall back only 8”, obviously growing weary of the madness that surrounds them. To their horror, another gaunt shambles to its feet, grabs its rifle, and levels its gaze on the scorpions.

BOTTOM
The guardians, coming to the aide of their brethren, jump out of cover to shoot and assault the remaining zombies. Emboldened, the scorpions move forward too. Shooting is successful, but the zombies immunity to pain and mortal wounds proves even more effective. Only one gaunt is felled by the remaining guardians and scorpions. Guardians assault their fellow guardians in a sick parody of life and death, and the scorpions throw themselves into the fray once again against their very tough and resilient enemies. Apparently rather unsettled by the idea of fighting against the men they had been allied with only minutes before they fail to cause any more than 2 wounds, one of which is saved. The slain zombie passes his FNP to rise, but the horde fails to wound in return as well. Finally, the scorpions rally and assail the gaunts with chainswords rattling and mandiblasters penetrating the soft flesh of attackers. Each gaunt takes an astounding 3 wounds. None survive and only one manages to pass his FNP roll to remain in the fray. The gaunts, reduced to all but one, struck back, connected, but failed to wound, thus assuring that the scorpions would remain above 50% of their starting strength.

At this point, my girlfriend had been on the phone with me for over 10 minutes listening to the battle. She wished she could have been there, but enjoyed hearing the play by play. In the interest of good-boyfriend-man-ship I stopped the game. The guardians had been reduced to well less than 50%, knocking them out of the running. The scorpions held on, however, assuring the survivors victory.

Tired of reading new rulebooks... Just wanting to play. 
   
 
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